/Engine/Source/Runtime/Engine/Classes/GameFramework/SpringArmComponent.h
Example: Use as a 'camera boom' or 'selfie stick' to keep the follow camera for a player from colliding into the world.
class USpringArmComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)
uint32:  1
bClampToMaxPhysicsDeltaTime
If true AND the view target is simulating using physics then use the same max timestep cap as the physics system.
uint32: 1
bDoCollisionTest
If true, do a collision test using ProbeChannel and ProbeSize to prevent camera clipping into level.
uint32:  1
bDrawDebugLagMarkers
If true and camera location lag is enabled, draws markers at the camera target (in green) and the lagged position (in yellow).
uint32:  1
bEnableCameraLag
If true, camera lags behind target position to smooth its movement.
uint32:  1
bEnableCameraRotationLag
If true, camera lags behind target rotation to smooth its movement.
*seeAPawn:...
bInheritPitch
Should we inherit pitch from parent component. Does nothing if using Absolute Rotation.
uint32:  1
bInheritRoll
Should we inherit roll from parent component. Does nothing if using Absolute Rotation.
uint32:  1
bInheritYaw
Should we inherit yaw from parent component. Does nothing if using Absolute Rotation.
bool
bIsCameraFixed
Temporary variables when applying Collision Test displacement to notify if its being applied and by how much
uint32:  1
bUseCameraLagSubstepping
If bUseCameraLagSubstepping is true, sub-step camera damping so that it handles fluctuating frame rates well (though this comes at a cost).
float
CameraLagMaxDistance
Max distance the camera target may lag behind the current location.
float
CameraLagMaxTimeStep
Max time step used when sub-stepping camera lag.
float
CameraLagSpeed
If bEnableCameraLag is true, controls how quickly camera reaches target position.
float
CameraRotationLagSpeed
If bEnableCameraRotationLag is true, controls how quickly camera reaches target position.
FVector
PreviousArmOrigin
FVector
PreviousDesiredLoc
Temporary variables when using camera lag, to record previous camera position
FRotator
PreviousDesiredRot
Temporary variable for lagging camera rotation, for previous rotation
TEnumAsByte< EC...
ProbeChannel
Collision channel of the query probe (defaults to ECC_Camera)
float
ProbeSize
How big should the query probe sphere be (in unreal units)
FVector
RelativeSocketLocation
Cached component-space socket location
FQuat
RelativeSocketRotation
Cached component-space socket rotation
FVector
SocketOffset
Offset at end of spring arm; use this instead of the relative offset of the attached component to ensure the line trace works as desired
float
TargetArmLength
Natural length of the spring arm when there are no collisions
FVector
TargetOffset
Offset at start of spring, applied in world space.
FVector
UnfixedCameraPosition